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GeForce 8800 GT 1GB vs GeForce 8800 GT 512MB

Intro

The GeForce 8800 GT 1GB has a clock frequency of 600 MHz and a GDDR3 memory speed of 900 MHz. It also features a 256-bit bus, and makes use of a 65 nm design. It features 112 SPUs, 56 TAUs, and 16 Raster Operation Units.

Compare those specifications to the GeForce 8800 GT 512MB, which comes with a clock speed of 600 MHz and a GDDR3 memory frequency of 900 MHz. It also features a 256-bit bus, and makes use of a 65 nm design. It is comprised of 112 SPUs, 56 TAUs, and 16 Raster Operation Units.

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Power Usage and Theoretical Benchmarks

Both cards have the same power consumption.

Memory Bandwidth

Both cards have the exact same memory bandwidth, so theoretically they should perform the same. (explain)

Texel Rate

Both cards have exactly the same texel rate, so in theory they should perform equally good at at AF. (explain)

Pixel Rate

Both cards have the exact same pixel rate, so in theory they should be equally good at at AA, and be capable of handling the same resolutions. (explain)

Please note that the above 'benchmarks' are all just theoretical - the results were calculated based on the card's specifications, and real-world performance may (and probably will) vary at least a bit.

Price Comparison

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GeForce 8800 GT 1GB

Amazon.com

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GeForce 8800 GT 512MB

Amazon.com

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Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.

Specifications

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Model GeForce 8800 GT 1GB GeForce 8800 GT 512MB
Manufacturer nVidia nVidia
Year Dec 2007 Oct 2007
Code Name G92 G92
Memory 1024 MB 512 MB
Core Speed 600 MHz 600 MHz
Memory Speed 1800 MHz 1800 MHz
Power (Max TDP) 105 watts 105 watts
Bandwidth 57600 MB/sec 57600 MB/sec
Texel Rate 33600 Mtexels/sec 33600 Mtexels/sec
Pixel Rate 9600 Mpixels/sec 9600 Mpixels/sec
Unified Shaders 112 112
Texture Mapping Units 56 56
Render Output Units 16 16
Bus Type GDDR3 GDDR3
Bus Width 256-bit 256-bit
Fab Process 65 nm 65 nm
Transistors 754 million 754 million
Bus PCIe x16 2.0 PCIe x16 2.0
DirectX Version DirectX 10 DirectX 10
OpenGL Version OpenGL 3.0 OpenGL 3.0

Memory Bandwidth: Bandwidth is the largest amount of information (in units of megabytes per second) that can be transported past the external memory interface in a second. It is calculated by multiplying the card's interface width by the speed of its memory. In the case of DDR type RAM, the result should be multiplied by 2 again. If it uses DDR5, multiply by ANOTHER 2x. The better the bandwidth is, the better the card will be in general. It especially helps with AA, HDR and high resolutions.

Texel Rate: Texel rate is the maximum number of texture map elements (texels) that are applied in one second. This number is calculated by multiplying the total amount of texture units by the core speed of the chip. The higher this number, the better the card will be at texture filtering (anisotropic filtering - AF). It is measured in millions of texels processed in one second.

Pixel Rate: Pixel rate is the most pixels the graphics card can possibly record to its local memory in a second - measured in millions of pixels per second. Pixel rate is worked out by multiplying the amount of Render Output Units by the clock speed of the card. ROPs (Raster Operations Pipelines - also called Render Output Units) are responsible for drawing the pixels (image) on the screen. The actual pixel fill rate is also dependant on lots of other factors, especially the memory bandwidth of the card - the lower the bandwidth is, the lower the potential to get to the maximum fill rate.

Display Prices

Hide Prices

GeForce 8800 GT 1GB

Amazon.com

Check prices at:

GeForce 8800 GT 512MB

Amazon.com

Check prices at:

Please note that the price comparisons are based on search keywords - sometimes it might show cards with very similar names that are not exactly the same as the one chosen in the comparison. We do try to filter out the wrong results as best we can, though.

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